Listing the "Blender Foundation" as copyright holder implied the Blender Foundation holds copyright to files which may include work from many developers. While keeping copyright on headers makes sense for isolated libraries, Blender's own code may be refactored or moved between files in a way that makes the per file copyright holders less meaningful. Copyright references to the "Blender Foundation" have been replaced with "Blender Authors", with the exception of `./extern/` since these this contains libraries which are more isolated, any changed to license headers there can be handled on a case-by-case basis. Some directories in `./intern/` have also been excluded: - `./intern/cycles/` it's own `AUTHORS` file is planned. - `./intern/opensubdiv/`. An "AUTHORS" file has been added, using the chromium projects authors file as a template. Design task: #110784 Ref !110783.
89 lines
2.8 KiB
C++
89 lines
2.8 KiB
C++
/* SPDX-FileCopyrightText: 2020 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "AS_asset_catalog.hh"
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#include "AS_asset_library.h"
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#include "AS_asset_library.hh"
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#include "BKE_callbacks.h"
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#include "asset_library_service.hh"
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#include "CLG_log.h"
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#include "testing/testing.h"
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namespace blender::asset_system::tests {
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class AssetLibraryTest : public testing::Test {
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public:
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static void SetUpTestSuite()
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{
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CLG_init();
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BKE_callback_global_init();
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}
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static void TearDownTestSuite()
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{
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CLG_exit();
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BKE_callback_global_finalize();
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}
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void TearDown() override
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{
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asset_system::AssetLibraryService::destroy();
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}
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};
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TEST_F(AssetLibraryTest, AS_asset_library_load)
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{
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const std::string test_files_dir = blender::tests::flags_test_asset_dir();
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if (test_files_dir.empty()) {
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FAIL();
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}
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/* Load the asset library. */
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const std::string library_dirpath = test_files_dir + "/" + "asset_library";
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::AssetLibrary *library_c_ptr = AS_asset_library_load(__func__, library_dirpath.data());
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ASSERT_NE(nullptr, library_c_ptr);
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/* Check that it can be cast to the C++ type and has a Catalog Service. */
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asset_system::AssetLibrary *library_cpp_ptr = reinterpret_cast<asset_system::AssetLibrary *>(
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library_c_ptr);
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AssetCatalogService *service = library_cpp_ptr->catalog_service.get();
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ASSERT_NE(nullptr, service);
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/* Check that the catalogs defined in the library are actually loaded. This just tests one single
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* catalog, as that indicates the file has been loaded. Testing that loading went OK is for
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* the asset catalog service tests. */
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const bUUID uuid_poses_ellie("df60e1f6-2259-475b-93d9-69a1b4a8db78");
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AssetCatalog *poses_ellie = service->find_catalog(uuid_poses_ellie);
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ASSERT_NE(nullptr, poses_ellie) << "unable to find POSES_ELLIE catalog";
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EXPECT_EQ("character/Ellie/poselib", poses_ellie->path.str());
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}
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TEST_F(AssetLibraryTest, load_nonexistent_directory)
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{
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const std::string test_files_dir = blender::tests::flags_test_asset_dir();
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if (test_files_dir.empty()) {
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FAIL();
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}
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/* Load the asset library. */
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const std::string library_dirpath = test_files_dir + "/" +
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"asset_library/this/subdir/does/not/exist";
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::AssetLibrary *library_c_ptr = AS_asset_library_load(__func__, library_dirpath.data());
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ASSERT_NE(nullptr, library_c_ptr);
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/* Check that it can be cast to the C++ type and has a Catalog Service. */
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asset_system::AssetLibrary *library_cpp_ptr = reinterpret_cast<asset_system::AssetLibrary *>(
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library_c_ptr);
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AssetCatalogService *service = library_cpp_ptr->catalog_service.get();
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ASSERT_NE(nullptr, service);
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/* Check that the catalog service doesn't have any catalogs. */
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EXPECT_TRUE(service->is_empty());
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}
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} // namespace blender::asset_system::tests
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